@@ -183,7 +183,7 @@ void CROS_impl::update (IRenderable* O)
183183 VERIFY (dynamic_cast <CROS_impl*> (O->renderable_ROS ()));
184184 // float dt = Device.fTimeDelta;
185185
186- CObject * _object = dynamic_cast <CObject *> (O);
186+ IGameObject * _object = dynamic_cast <IGameObject *> (O);
187187
188188 // select sample, randomize position inside object
189189 vis_data &vis = O->GetRenderData ().visual ->getVisData ();
@@ -360,7 +360,7 @@ void CROS_impl::update_smooth (IRenderable* O)
360360 }
361361}
362362
363- void CROS_impl::calc_sun_value (Fvector& position, CObject * _object)
363+ void CROS_impl::calc_sun_value (Fvector& position, IGameObject * _object)
364364{
365365
366366#if RENDER==R_R1
@@ -377,7 +377,7 @@ void CROS_impl::calc_sun_value(Fvector& position, CObject* _object)
377377 }
378378}
379379
380- void CROS_impl::calc_sky_hemi_value (Fvector& position, CObject * _object)
380+ void CROS_impl::calc_sky_hemi_value (Fvector& position, IGameObject * _object)
381381{
382382 // hemi-tracing
383383 if (MODE & IRender_ObjectSpecific::TRACE_HEMI)
@@ -419,7 +419,7 @@ void CROS_impl::calc_sky_hemi_value(Fvector& position, CObject* _object)
419419
420420void CROS_impl::prepare_lights (Fvector& position, IRenderable* O)
421421{
422- CObject * _object = dynamic_cast <CObject *> (O);
422+ IGameObject * _object = dynamic_cast <IGameObject *> (O);
423423 float dt = Device.fTimeDelta ;
424424
425425 vis_data &vis = O->GetRenderData ().visual ->getVisData ();
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